public override void Activate(GameObject parent) { Transform mineLocation = parent.GetComponent <GunPosition>().shootPosition; //Create a landmine at the start position GameObject landmineInstance = Instantiate(landMine, mineLocation.transform.position, Quaternion.identity); BotSensor sensor = parent.GetComponentInParent <BotSensor>(); int enemyLayer = sensor.GetEnemyLayer(); //Fetch script/data for landmine Landmine projectileScript = landmineInstance.GetComponent <Landmine>(); //Tells landmine values projectileScript.SetValues(damage, projectileSize, enemyLayer); // call a destroy function on landmineInstance //TODO: Set landmine knockback }
public void BackStep() { // drop landmines if (isRunning) { if (!IsPartCoolingDown()) { ResetCooldownTimer(); //Create a landmine at the start position GameObject landmineInstance = Instantiate(landmine, projectileStartPos.transform.position, Quaternion.identity); //Fetch script/data for landmine Landmine projectileScript = landmineInstance.GetComponent <Landmine>(); //Tells landmine values projectileScript.SetValues(damage, projectileSize, enemyLayer); // call a destroy function on landmineInstance //TODO: Set landmine knockback } } }